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# PROTECT YOUR NUTS

You are a small, very angry squirrel. The forest clearing is yours. The stump

in the middle holds your stash. Hikers, joggers, dog-walkers, and eventually

a Park Ranger keep arriving to steal from it.

You have a stick.

Charge a swing. Time the arc so the tip passes through the giant's pelvis at

the apex. Land a clean **BONK** and watch them fold like a deck chair, drop

their nuts, and limp off into the trees.

Between waves you spend nuts on **caltrops, twig snares, mushroom mines,

decoy nut piles, and squirrel-sentries** that lob acorns. You also buy

permanent run upgrades — sturdier stick, longer reach, faster charge, beefier

mines, that sort of thing.

## Two modes

- **Campaign** — five rising waves, climaxing in a Park Ranger boss fight.

  Survive and the clearing is yours.

- **Unlimited** — escalating waves forever. A Ranger every five. How deep

  can you get?

## Features

- Charge-meter melee with screen shake, slow-mo on clean crits, and a

  procedurally generated *CLONK*

- 4 enemy types with different speeds, armor, and crotch hitboxes

- 5 tower types: slow, root, blast, distract, ranged

- 12 upgrade tracks × 3 levels — small-but-many shop between waves

- Procedural everything: forest, models, sound effects, halftone post-process

  for a screen-printed look

- Tactical top-down plan mode with range rings

- Mobile-first touch controls (auto-detected); landscape only

- localStorage best-wave tracking per mode

## Controls

**Desktop**

- `WASD` scurry · `Mouse` look · `Scroll` zoom

- `LMB` tap = quick bonk · `LMB` hold = charged uppercut

- `Shift` dodge · `TAB` plan mode · `1-5` select tower

**Mobile (landscape)**

- Left joystick — move

- Right-side drag — camera · pinch — zoom

- BONK button (tap or hold-charge) · DODGE · PLAN

- Tap the grid in plan mode to place a tower


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